/*
	Copyright (C) 2019 Zongming Liu <1849059316@qq.com>

	This program is free software; you can redistribute it and/or modify
	it under the terms of the GNU General Public License as published by
	the Free Software Foundation; either version 2 of the License, or
	(at your option) any later version.
	
	This program is distributed in the hope that it will be useful,
	but WITHOUT ANY WARRANTY; without even the implied warranty of
	MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
	GNU General Public License for more details.
	
	You should have received a copy of the GNU General Public License along
	with this program; if not, write to the Free Software Foundation, Inc.,
	51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "Material.h"

namespace SkyEngine2d
{
	
	bool Material::operator==(const Material & r)
	{
		if ( this->texture==r.texture
			&&this->program==program
			&&this->depthstencilState==r.depthstencilState
			&&this->samplerState==r.samplerState
			&&this->rasterizerState==r.rasterizerState
			&&this->blendState==r.blendState)
		{
			return true;
		}
		return false;
	}
	
	void Material::use(ID3D11DeviceContext * d3dContext_)
	{
		program->use(d3dContext_);
		d3dContext_->PSSetSamplers(0, 1, &samplerState);
		d3dContext_->RSSetState(rasterizerState);
		d3dContext_->OMSetBlendState(blendState, nullptr, 0xFFFFFFFF);
		d3dContext_->OMSetDepthStencilState(depthstencilState, 0);
		d3dContext_->PSSetShaderResources(0, 1,texture->getD3dShaderResourceView().GetAddressOf());
	}
	
}
